function EFFECT:Init(data)
	local Pos = data:GetOrigin()
	local scale = data:GetScale()
	local size = data:GetMagnitude()
	local vel = data:GetStart()
	local emitter = ParticleEmitter(Pos)
	
	for i=0, 80 do
		local part = emitter:Add("sprites/light_glow02_add",Pos)
		if part then
			if(math.random(100) > 50) then
				part:SetColor(255,255,0,math.random(255))
			elseif (math.random(100) < 20) then
				part:SetColor(200,170,0,math.random(255))
			else
				part:SetColor(255,140,0,math.random(255))
			end
			part:SetVelocity(100*Vector(math.Rand(-1,1),math.Rand(-1,1),math.Rand(-0.3,0.3))*scale + vel*1.2)
			part:SetDieTime(math.Rand(0.7,4))
			part:SetGravity(Vector(0,0,-20))
			part:SetLifeTime(0)
			part:SetStartSize(math.Rand(0.2+size,5+size))
			part:SetEndSize(0)
			part:SetStartAlpha(255)
			part:SetEndAlpha(0)
			part:SetCollide(true)
		end
	end
	
	for i=0, 40 do
		local part = emitter:Add("particle/particle_smokegrenade",Pos)
		if part then
			if(math.random(100) > 50) then
				part:SetColor(255,255,0,math.random(255))
			elseif (math.random(100) < 20) then
				part:SetColor(200,170,0,math.random(255))
			else
				part:SetColor(255,140,0,math.random(255))
			end
			part:SetVelocity(140*Vector(math.Rand(-1,1),math.Rand(-1,1),math.Rand(-0.3,0.3))*scale)
			part:SetDieTime(math.Rand(0.7,4))
			part:SetGravity(Vector(0,0,-80))
			part:SetLifeTime(0)
			part:SetStartSize(math.Rand(1+size,10+size))
			part:SetEndSize(0)
			part:SetStartAlpha(255)
			part:SetEndAlpha(0)
			part:SetCollide(true)
		end
	end
end

function EFFECT:Think()
	return false
end

function EFFECT:Render()

end
